uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
- vec4 ComputeVertexPosition()\n
+ vec2 ComputeVertexPosition()\n
{\n
vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
- return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
+ return (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy;\n
}\n
void main()\n
{\n
- vec2 position = ComputeVertexPosition().xy + aDrift*borderSize;\n
+ vec2 position = ComputeVertexPosition() + aDrift*borderSize;\n
gl_Position = uMvpMatrix * vec4(position, 0.0, 1.0);\n
}\n
);